RandomFellow's Recent Forum Activity

  • For lazy people like me! CLICK HERE TO PLAY!

    I'm impressed with how much you have so far! I think it might suit the quick player movements if you gave them a time limit to get to a certain level (like every tenth level). Toss some nice visuals in and I think you have yourself a hit!

  • Those animations synch really well with the player movement. That's a rare these days... and the water effect is freakin' me out, mate! How did you do that? I'm not too familiar with the effects in Construct2 yet...

  • now about animations i will probably need help cause im really bad at it

    Fidasx Most people say that until they jump right in. I bet you'll do fine, but we're all here to help if ya need it.

  • I wouldn't mind throwing my hat in the ring. You can check out my deviantart page if you'd like.

    Some examples of my work:

    Basic 2D style

    Pixelated 2D style

  • Fidasx

    Whoa, those are frikkin' slick, mate! I'm curious what program you prefer to use for making your graphics. Can't wait to see your character sprites!

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  • You're right about gameplay. Games have evolved into a completely new form of interactive storytelling in the last 25-30 years, but at their core, they're meant to beplayed. If a game these days has an amazing story and breath-taking graphics, but the game itself is a chore to play, then it's a bad game.

    I think the problem, though, is there's so many different elements that go together to make a game these days, and you have to judge it as a whole. In the NES era, you just needed a flimsy premise to get started and the gameplay took over from there. These days, developers are expected to juggle every element equally.

  • Or, if all else fails, you can shrink the bounding box of the hole element and place it in the center of the sprite. That way, you can just set it to on collision, and it will trigger when the ball looks like its within the hole.

    It's technically cheating, but I won't tell.

  • As a 2D artist/animator, I've been considering offering paid commissions here on the forums to fund my own game instead of using kickstarter. I've done commissions before (fan forums, deviantart, etc), and my pricing has usually been on the lower, more affordable side.

    The problem I'm running into here is that animating can be time consuming, even for small sprites, and game developers usually need a lot of sprites to make a game work. Thus, I'm not 100% sure on how much would be a fair price.

    I've been toying around with the idea of starting at $5 US per basic sprite frame, icon, or tile piece. Bigger or more detailed ones would be more, of course. That way, you can get all the frames needed for a basic player character for around $25 (one frame idle, three frame walk cycle, one frame jump). I was considering offering package deals as well.

    So what do y'all think would be a good basic starting price?

    <img src="http://i174.photobucket.com/albums/w89/Popowigeon/walk01.gif~original" border="0" />

  • goodfeet

    Hey! Nice work, mate! Do you happen to have a portfolio of any other audio work you've posted somewhere? I've got a bunch of awkward sound effects I've been trying to make myself and wouldn't mind some help figuring out ways to make them.

  • Jayjay

    Right on the nose there, Jayjay. That's the sword knight from Kirby... it even has weird little animation frame where kirby squeezes himself tight when he does the little dance at the end of a level.

  • sved

    Rasterized art styles are surprisingly easy to animate through programming actually, and I think this'll go faster than you think. Programming just takes a lil' creative thinking to work around the problems and from your are, you can tell you've got the creativity down.

  • railslave

    I gotta say, that's one of the more interesting/original looking games I've seen in construct2. I kinda wanna give it a shot sometime...

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RandomFellow

Member since 2 Feb, 2013

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